Update Discussion thread (14FEB18)

Generic, on-topic discussion about Colonial Marines.
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Sulaboy
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Re: Update Discussion thread (14FEB18)

Post by Sulaboy » 31 Jul 2018, 23:04

Casany wrote:
31 Jul 2018, 22:54
Except this isn't an HvH server so why should I do that? It's a bad update through and through.
I like the update.
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Re: Update Discussion thread (14FEB18)

Post by Royal Griffon » 31 Jul 2018, 23:14

Sulaboy wrote:
31 Jul 2018, 23:04
I like the update.
No offense but
You like every update
You're the literal definition of, "Loving everything as long as it doesn't kill you first."
Also congrats on 600th reply
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Re: Update Discussion thread (14FEB18)

Post by Casany » 31 Jul 2018, 23:15

Sulaboy wrote:
31 Jul 2018, 23:04
I like the update.
You’re a lot like me when I started CM. I loved every update and the staff team and thought they could do no wrong.

You’ll get over it.
"He killed me with a SADAR and it was bullshit. We should ban him for ERP because of how VIOLENTLY HE FUCKED ME" - Biolock, Saturday 15 October 2016

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Re: Update Discussion thread (14FEB18)

Post by Dauntasa » 31 Jul 2018, 23:52

Yeah this is uh, really bad. I think this is a good opportunity for the devs to show that they care and listen to community feedback by reverting this and pretending it never happened, because this one was a biiiiig mistake.

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Re: Update Discussion thread (14FEB18)

Post by Davidchan » 01 Aug 2018, 00:08

Sulaboy wrote:
31 Jul 2018, 22:51
¯\_(ツ)_/¯

Think of the holster delay in HvH terms.
Is there anything you won't shill?

Let's make gas masks grant complete immunity to neurons toxins and acid spit, and b18 immune to gas artillery. Totally balanced in hvh, speed merge
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Re: Update Discussion thread (14FEB18)

Post by Sulaboy » 01 Aug 2018, 00:12

Royal Griffon wrote:
31 Jul 2018, 23:14
No offense but
You like every update
You're the literal definition of, "Loving everything as long as it doesn't kill you first."
Also congrats on 600th reply
Casany wrote:
31 Jul 2018, 23:15
You’re a lot like me when I started CM. I loved every update and the staff team and thought they could do no wrong.

You’ll get over it.
I don't like every update, I can just see the changes they want made to gameplay, and feel they will benefit the game.
Changelog wrote: July 31 2018

Spookydonut updated:
  • Added boxes that hold large numbers of magazines, regular, AP, extended mags for M41Amk2 and M39, as well as large 75 shell boxes for slugs and buckshot.
  • Reqs vendor magazines are supplied in the same number as previously, except with the bulk of them in magazine boxes.
  • Boxes must be placed on the ground similar to bodybags before being accessed, click-drag to pickup. They cannot be carried except in your hands or in crates.
  • M41Amk2, M39 magazines and shotgun shell boxes no longer fit in backpacks or satchels to encourage resupply instead of complete self sufficiency.
dylanstrategie updated:
  • Weapons now have a delay before firing when freshly pulled out. This should make it much harder to respond to an ambush if you're caught totally unaware.
  • Shotgun aim delay has been increased to account for the existence of the angled grip.
Change to how magazines are dispensed from requisitions is a major QoL change to requisitions. We won't be stuffing bags with magazines, and labeling them. The process is as simple as vending a box.

Requisition keeps the same supply, but I feel this new way of holding the magazines will make it easier to distribute.

They function like ammo boxes in a way, and while I don't know the amount of mags the box holds it seems that getting fresh magazines should come easily if everything goes to plan.

I've seen changes meant to limit the amount of ammo marines can carry before such as the change to magazine capacities. This really makes it difficult to force your way around the limit. As stated in the changelog this is meant to stop total self sufficiency. You may now need to communicate with requisitions for supplies, or ask a fellow marine for a spare magazine because you are running dry on ammo. Shotgun shells may need some adjustment.

This is one of the ones I'm not certain on. It may be to help buff up ambush classes, or to make being a medic/engineer without friendly support much more dangerous.

Shotgun aim delay may have been added to discourage the use of shotguns. It honestly doesn't do much because if you want to point blank you could fire the shotgun one handed. It mostly affects flechette, and slugs.
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Re: Update Discussion thread (14FEB18)

Post by spookydonut » 01 Aug 2018, 00:15

Shotgun + angled with either slug or buck is/was way too lethal in cqc with xenos like lurkers that rely on ambushing solo marines and we wanted to address the insta draw and shoot shotgun play to make ambushing solo marines more viable, we went a little to far with the delay and have scaled it back, it's only a small increase to the delay now.

We're looking at maybe removing unnested delay now in light of the wield delay.

Magazine boxes are meant to encourage team resupply and increased use of supply drops.
We're looking to decouple supply drops from beacons and maybe adding a soft ammo carrier role for pfcs via a sl allocated item/rig/etc that they give to a PFC.
With 3 webbing 2 armor 5 belt 6 pouch 1 in gun, m41a ammo shouldn't be an issue.
If you're using a shotgun the shotgun belt holds 2 full boxes (50) shells, plus 15 webbing 10 armor is a lot of shotgun ammo. Engineers and medics can carry a small number of reloads via webbing/armor and resupply from fobs/possible ammo carrier soft role.

We do listen and we made these changes in response to xenos complaints about the new shotgun meta as well as the long term issues of reqs having to raid prep vendors to supply squads with ammo. The ammo in bag removal is short term to test how the boxes can be utilised without letting players be entirely self sufficient by just massively stocking up on ammo at round start.

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Re: Update Discussion thread (14FEB18)

Post by Vitoras » 01 Aug 2018, 00:26

spookydonut wrote:
01 Aug 2018, 00:15
Shotgun + angled with either slug or buck is/was way too lethal in cqc with xenos like lurkers that rely on ambushing solo marines and we wanted to address the insta draw and shoot shotgun play to make ambushing solo marines more viable, we went a little to far with the delay and have scaled it back, it's only a small increase to the delay now.

We're looking at maybe removing unnested delay now in light of the wield delay.

Magazine boxes are meant to encourage team resupply and increased use of supply drops.
We're looking to decouple supply drops from beacons and maybe adding a soft ammo carrier role for pfcs via a sl allocated item/rig/etc that they give to a PFC.
With 3 webbing 2 armor 5 belt 6 pouch 1 in gun, m41a ammo shouldn't be an issue.
If you're using a shotgun the shotgun belt holds 2 full boxes (50) shells, plus 15 webbing 10 armor is a lot of shotgun ammo. Engineers and medics can carry a small number of reloads via webbing/armor and resupply from fobs/possible ammo carrier soft role.

We do listen and we made these changes in response to xenos complaints about the new shotgun meta as well as the long term issues of reqs having to raid prep vendors to supply squads with ammo. The ammo in bag removal is short term to test how the boxes can be utilised without letting players be entirely self sufficient by just massively stocking up on ammo at round start.
>Marines complaining about something
>Nah,everything is okay
>Xenos complaining about the only good weapon against them
>WE NEED TO FIX THIS ASAP

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Re: Update Discussion thread (14FEB18)

Post by taketheshot56 » 01 Aug 2018, 00:27

spookydonut wrote:
01 Aug 2018, 00:15
Shotgun + angled with either slug or buck is/was way too lethal in cqc with xenos like lurkers that rely on ambushing solo marines and we wanted to address the insta draw and shoot shotgun play to make ambushing solo marines more viable, we went a little to far with the delay and have scaled it back, it's only a small increase to the delay now.

We're looking at maybe removing unnested delay now in light of the wield delay.

Magazine boxes are meant to encourage team resupply and increased use of supply drops.
We're looking to decouple supply drops from beacons and maybe adding a soft ammo carrier role for pfcs via a sl allocated item/rig/etc that they give to a PFC.
With 3 webbing 2 armor 5 belt 6 pouch 1 in gun, m41a ammo shouldn't be an issue.
If you're using a shotgun the shotgun belt holds 2 full boxes (50) shells, plus 15 webbing 10 armor is a lot of shotgun ammo. Engineers and medics can carry a small number of reloads via webbing/armor and resupply from fobs/possible ammo carrier soft role.

We do listen and we made these changes in response to xenos complaints about the new shotgun meta as well as the long term issues of reqs having to raid prep vendors to supply squads with ammo. The ammo in bag removal is short term to test how the boxes can be utilised without letting players be entirely self sufficient by just massively stocking up on ammo at round start.
So why not make webbing available in PFC vendor? To encourage what you are saying.
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Re: Update Discussion thread (14FEB18)

Post by Casany » 01 Aug 2018, 00:31

Yeah not every marine gets webbing, in fact the majority don't. Why are you counting webbing as normal carry capacity
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Re: Update Discussion thread (14FEB18)

Post by Davidchan » 01 Aug 2018, 00:42

Forget webbing, when the hell have you ever seen a marine with 2 mag pouches

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Re: Update Discussion thread (14FEB18)

Post by Casany » 01 Aug 2018, 00:53

Davidchan wrote:
01 Aug 2018, 00:42
Forget webbing, when the hell have you ever seen a marine with 2 mag pouches
This as well
"He killed me with a SADAR and it was bullshit. We should ban him for ERP because of how VIOLENTLY HE FUCKED ME" - Biolock, Saturday 15 October 2016

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Re: Update Discussion thread (14FEB18)

Post by Dauntasa » 01 Aug 2018, 01:17

spookydonut wrote:
01 Aug 2018, 00:15
the new shotgun meta
The reason that shotguns are the meta is because the pulse rifle is bad and the SMG is useless. Making shotguns also bad is not the way to go about fixing this problem.

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Re: Update Discussion thread (14FEB18)

Post by Davidchan » 01 Aug 2018, 01:22

So naturally based and sensible coders are increasing rate of fire across the board for guns and reducing xeno hp pools to reflect the massive dominance of their stuns

Instead this dev team is probably looking at removing first aid pouches and ammo in armor pouches

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Re: Update Discussion thread (14FEB18)

Post by Lorem123 » 01 Aug 2018, 02:00

>Xenos complain that the marines can kill them
>Nerf the only weapon left that is capable of killing xenos

BRAVO, CM DEVS DO IT AGAIN!
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Re: Update Discussion thread (14FEB18)

Post by spookydonut » 01 Aug 2018, 02:08

This was something that was finished so it got released. As discussed elsewhere there is a xeno rebalance almost finished and ready for release.
Webbing discussion is primarily about medics and engineers that do not have ammo belts.

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Re: Update Discussion thread (14FEB18)

Post by Lorem123 » 01 Aug 2018, 02:19

Alright but... why not just wait for both sides rebalancing to be done instead of breaking the game for a few days/weeks while you finish up the xeno rebalancing?
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Re: Update Discussion thread (14FEB18)

Post by Davidchan » 01 Aug 2018, 02:29

Watch Xenos get buffed and justified because the burrowed larva reduction on queen death was 'too hard'

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Re: Update Discussion thread (14FEB18)

Post by immaspaceninja » 01 Aug 2018, 02:56

If the whole delay thing was meant to help lurkers and such with ambushing, then why do such weapons as SCOUT'S BATTLERIFLE have LONGER DELAY when you grab them from your armor?
Why not make all delays equal? Or give it to shotguns ONLY? You wont deal with an ambushing lurker using m41, he'll just pounce you again.

It's literally the same situation like when the firing delay was first introduced. Devs said it was meant to hold back people who use macros, but instead of making a small delay for every gun, they gave huge delays to spec weapons and smartguns, which was clearly a weird balancing measure, not a way to stop people from abusing macros.

Please, atleast be honest with us.
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Re: Update Discussion thread (14FEB18)

Post by Gnorse » 01 Aug 2018, 03:50

Imho the shotgun isn't overpowered, it's just that the other weapons are underpowered as shit.
shotguns are meant to be lethal in close quarters. It's high risk/high reward.

I couldn't give any less shits about the ammo update.
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Re: Update Discussion thread (14FEB18)

Post by WinterClould » 01 Aug 2018, 04:04

We have a high enough pop for more niche roles. We DON'T need to make SL's have to hand out a special kit for someone to be an ammo mule. We can make it it's own role and even still leave it at PFC.
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Re: Update Discussion thread (14FEB18)

Post by Dolth » 01 Aug 2018, 04:12

GenericUsername wrote:
29 Jul 2018, 13:23
Dead bodies vanished because the bodies were eaten/used to make the hive . Since CM follows AvP games lore the weeds would basically digest any corpses to heal the aliens and give them plasma. But until they don't do that aliens shouldn't be dragging corpses I guess
I did not know that, thanks a lot for the info. Got any source though?
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Re: Update Discussion thread (14FEB18)

Post by freemysoul » 01 Aug 2018, 05:50

Thread closed by request of Development Staff. Will be reopened at 3 pm GMT -0 Aka 4 hours and 10 minutes away.

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Re: Update Discussion thread (14FEB18)

Post by spookydonut » 01 Aug 2018, 05:53


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